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[H] 691pt Platinum Protoss struggling with PvP

Forum Index > StarCraft 2 Strategy
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gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 12:22 GMT
#1
Hi there. I'm a pretty casual platinum player trying to get into diamond.
I don't play too often (maybe 10-15 games a week), but try to improve my play the best I can.
I've been having great success in PvT with kcdc's FE build. (4 wins out of 5 games)
My PvZ is a little troubled, but not as much as my PvP.
Of my last 8 PvP's, I've only won 2 games.
I think my main issue is that I don't really have a build in mind. I've been focusing on getting my macro better, but I haven't been able to find a good macro build for PvP. I usually try to go 3 gate robo, but I don't know what is the best BO for that. I would like to have a build that allows me to safely expand early and scout my opponent with observers as soon as possible, kind like what I do in PvT.
Since I don't have a BO in mind, I usually just improv and as a consequence of that, I end up not having optimal timings (not even close, I think) and my macro suffers.

Here are some replays that show these weaknesses. I'll post a small summary of each replay.

PvP - Delta Quadrant 3
+ Show Spoiler +

This is probably the best replay I have. We both went for conventional builds, with gate armies supported by colossi. I get colossi sooner, but still lose. This was last night, so I haven't watched the replay yet (I'm at work), so I'm not sure why I lost. I get raped trying to shut down his 3rd, and that's basically gg.
Opponent was 1600 Diamond.
[image loading]


PvP - Lost Temple 2
+ Show Spoiler +

He rushes Dark Templars and even though my probe scouts the twilight council, I don't see it and fail to get detection. This one would have been easy if I payed more attention on my scouting. Even though I already know my main mistake, I would still like advice on my basic build.
Opponent was 870 Platinum
[image loading]


PvP - Delta Quadrant 2
+ Show Spoiler +

I get attacked the moment I move my army from the choke to destroy the rocks on my nat, and then I use the worst Force Field ever used in the history of the game. I have to pull probes to hold off the attack and end up losing a bunch of them. While I'm trying to catch up in probe numbers he makes colossi, and has an observer on my base. When I try to destroy the rocks again, he attacks with colossi and it's gg. I probably lost this one to the bad timing on the first attack.
Opponent was Gold.
[image loading]


PvP - Delta Quadrant
+ Show Spoiler +

This was a while ago and I don't remember this game, but from the parser I used, it seems I went for a normal gate army, with a robo just for observers (why I didn't go all the way to colossi is beyond me). He tries to get DTs, but I have obs and am able to kill him.
Opponent was 1700 Platinum
[image loading]


PvP - Jungle Basin
+ Show Spoiler +

On this game, he proxies 2 stargates near my nat, and I don't see it. But my army was already heavy on stalkers. He attacks my nat when I push his front, and I have to retreat to hold it off. Then I split my army and push him again and end up overwhelming him with a colossus.
Opponent was 1500 Platinum
[image loading]
Tobias
Profile Joined October 2010
Sweden187 Posts
November 16 2010 13:22 GMT
#2
There's a bunch of builds P can throw against you, but THE ONE build you always need to keep in mind is a quick 4-gate rush. In order to quickly expand you need to make sure you can defend a 4-gate, which means getting a quick robo. I would probably try to get out a gateway and a robo asap, possibly followed by another gateway, and then expand. Pump zealots from the gateways and a few immortals from the robo, and you'll have no problem holding an early 4-gate. While the nexus is building you can pop another gateway thus completing your 3-gate+robo, and once the nexus is complete you can build gates and robos depending on the composition you scouted.

So, you can go into a 3-gate+robo with a fast expand, just make sure you get the robo early to hold off early 4-gate pushes, and it's actually quite powerful in PvP. Day[9] has a great daily on this, search day9.blip.tv for "macro" and you're bound to find it.
GWash
Profile Joined May 2010
United States153 Posts
November 16 2010 13:52 GMT
#3
PvP gets a lot easier in the 692+ plat range.

jk. 3gate robo is the accepted build these days. You then can vary into collosus or an expo based on what you scour with your observer.
gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 14:38 GMT
#4
On November 16 2010 22:22 Tobias wrote:
There's a bunch of builds P can throw against you, but THE ONE build you always need to keep in mind is a quick 4-gate rush. In order to quickly expand you need to make sure you can defend a 4-gate, which means getting a quick robo. I would probably try to get out a gateway and a robo asap, possibly followed by another gateway, and then expand. Pump zealots from the gateways and a few immortals from the robo, and you'll have no problem holding an early 4-gate. While the nexus is building you can pop another gateway thus completing your 3-gate+robo, and once the nexus is complete you can build gates and robos depending on the composition you scouted.

So, you can go into a 3-gate+robo with a fast expand, just make sure you get the robo early to hold off early 4-gate pushes, and it's actually quite powerful in PvP. Day[9] has a great daily on this, search day9.blip.tv for "macro" and you're bound to find it.


Thanks a lot Tobias. Do you have some replays of this strategy defending a 4-gate rush?
I'm not that worried about 4-gate rushes, because frankly, I haven't faced this yet (or if I have, I defended it without even knowing). I don't think I lost a PvP to any kind of rush yet. I almost always lose in the mid to late game when colossi are on the field. I basically just have less units than the opponent does.

I'll definitely search for this daily when I get the chance.


On November 16 2010 22:52 GWash wrote:
PvP gets a lot easier in the 692+ plat range.

jk. 3gate robo is the accepted build these days. You then can vary into collosus or an expo based on what you scour with your observer.


haha, good one! I was actually a little bit higher but lost the last 3 games! =P

As for the 3-gate robo build, would this be the optimal build for a 3-gate robo?
http://wiki.teamliquid.net/starcraft2/3_Gate_Robo

I know the general idea of a 3-gate robo, but I don't have the BO memorized, so I would like to memorize the "optimal" BO rather than memorizing something and then having to change it.

Also, are these considered the safest macro oriented builds these days?

Thanks a lot for the help!
angrybacon
Profile Joined March 2010
United States98 Posts
November 16 2010 14:38 GMT
#5
On November 16 2010 22:52 GWash wrote:
PvP gets a lot easier in the 692+ plat range.

jk. 3gate robo is the accepted build these days. You then can vary into collosus or an expo based on what you scour with your observer.


I very rarely see a successful expo in PvP. A timing attack as they expand is way too potent.
gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 14:40 GMT
#6
On November 16 2010 23:38 angrybacon wrote:
I very rarely see a successful expo in PvP. A timing attack as they expand is way too potent.


Hummm, interesting. To your knowledge, what is the safest way to expand in PvP? I'm always lost as to when I should expand.
angrybacon
Profile Joined March 2010
United States98 Posts
November 16 2010 14:54 GMT
#7
On November 16 2010 23:40 gurumaia wrote:
Show nested quote +
On November 16 2010 23:38 angrybacon wrote:
I very rarely see a successful expo in PvP. A timing attack as they expand is way too potent.


Hummm, interesting. To your knowledge, what is the safest way to expand in PvP? I'm always lost as to when I should expand.


The only real safe way to expand, in my opinion, is if you have already won. That is to say, you'd need to be over 400 minerals ahead on army value, or have a hard enough contain on your opponent that he won't know or won't be able to do anything about the expo. In all of my PvP games, an attack as I scout their expand wins the game. In my experience, the key is to be aggressive and micro in PvP.
jaeds
Profile Joined September 2010
United States106 Posts
November 16 2010 15:21 GMT
#8
@ your game on lost temple:

1- use chronoboost, especially on early probes. every second it sits on 100/100 is wasteful
2- gate->cybernetics->gate is almost always stronger than gate->gate->cyber (especially if you get gas when you did-- and speaking of, get the second gas) -- gate->gate would only be decent if you planned to zealot rush him, but this is usually not effective... as stalkers can micro vs. zealots fairly easily
3- you stayed on 2gates for too long without seeming to have other ideas in mind (on one base being fully harvested, you can produce out of 4 gates 100% of the cooldown times. or 3gate robo (obs+immortal) or 2gate robo (coloss)-- most 3gate robo(immortal) seem to turn into 3gate+robo(coloss instead of immortals)+forge on 2base)
4- research warpgate... it's cheap+ super helpful
5- you didn't get a robotics after you noticed his twilight

if you watch nearly any protoss replay from http://www.sc2rep.com/ -- the first 3 minutes of the game is almost always the same against anyone. the only difference would be if they choose to scout after building the first pylon or after the gateway. it would be helpful to practice that opening for all of your matchups.
gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 15:58 GMT
#9
On November 16 2010 23:54 angrybacon wrote:
The only real safe way to expand, in my opinion, is if you have already won. That is to say, you'd need to be over 400 minerals ahead on army value, or have a hard enough contain on your opponent that he won't know or won't be able to do anything about the expo. In all of my PvP games, an attack as I scout their expand wins the game. In my experience, the key is to be aggressive and micro in PvP.


So it seems to me that PvP is bound to have one base vs one base encounters, and then whoever comes out on top can either finish the other off or expand. Is that right?
Also, when is a good time to attack for the first time, even if it's just to harass?


On November 17 2010 00:21 jaeds wrote:
@ your game on lost temple:

1- use chronoboost, especially on early probes. every second it sits on 100/100 is wasteful
2- gate->cybernetics->gate is almost always stronger than gate->gate->cyber (especially if you get gas when you did-- and speaking of, get the second gas) -- gate->gate would only be decent if you planned to zealot rush him, but this is usually not effective... as stalkers can micro vs. zealots fairly easily
3- you stayed on 2gates for too long without seeming to have other ideas in mind (on one base being fully harvested, you can produce out of 4 gates 100% of the cooldown times. or 3gate robo (obs+immortal) or 2gate robo (coloss)-- most 3gate robo(immortal) seem to turn into 3gate+robo(coloss instead of immortals)+forge on 2base)
4- research warpgate... it's cheap+ super helpful
5- you didn't get a robotics after you noticed his twilight

if you watch nearly any protoss replay from http://www.sc2rep.com/ -- the first 3 minutes of the game is almost always the same against anyone. the only difference would be if they choose to scout after building the first pylon or after the gateway. it would be helpful to practice that opening for all of your matchups.


Thanks a lot for the feedback. I assume you're talking about the second LT game, where he went DTs.
1 - Yeah, I still suck at this. I have one doubt though. When is a good timing to switch from chrono boosting your nexus and chrono boosting other stuff (gateways, robo, etc)
2 - I usually go gate -> cyber -> gate -> gate, but I thought I'd try something I saw on Day9 the other day, which was 2 gate early pressure. As you already stated, that doesn't seem to be very useful (unless you have good micro, which I don't)
3 - That, I think, is my biggest problem. I really didn't have any other ideas in mind. This is exactly what I'm hoping to improve with this thread. I actually know that you can get 4 gates or 3 gate+robo on one base, yet I fail to implement this, cause it's hard for me to keep that in mind.
4 - Did i delay my warpgate in this game? I always try to start it as soon as the core finishes. I guess I was distracted trying (but failing) to pressure him early and forgot.
5 - Yeah, I know. I actually didn't notice his twilight, even though my probe saw it. I only noticed it when my zeas were in his base and his DTs were already out.

I'll definitely do that (watch the replays). I think I have the hang of the first few minutes (9 pylon, 12 gate, core as soon as gate finishes) but I don't know where to go from there.

Thanks a lot to everyone, I'll try to use these points to improve my play.
jaeds
Profile Joined September 2010
United States106 Posts
November 16 2010 16:13 GMT
#10
On November 17 2010 00:58 gurumaia wrote:
I'll definitely do that (watch the replays). I think I have the hang of the first few minutes (9 pylon, 12 gate, core as soon as gate finishes) but I don't know where to go from there.


basically:
9pylon (when pylon finishes, boost nexus. boost again when first boost finishes -- boost again when you have 25 energy again, then people usually start saving to be able to boost their first stalker+warpgate)
13gate (note: if you scout with the probe who placed the pylon, it will be 14gate)
15gas
16pylon
core immediately after gate finishes

2 options here:
1. get a zealot after placing core when minerals allow while maintaining probe production,
2. get the second gas (during the core production instead of after)

get a stalker when core finishes (and upgrade warp gate)

---This is usually where the game actually starts

most typical: get a sentry after the stalker is out (to be able to wall your ramp)

whether you get a 2nd sentry after depends whether you want to build a gateway or a robo next (because of the gas) (i prefer gateway->core->gateway-> robo -> gateway to be able to fend off early aggression easier than gateway-> core ->robo ->gateway -> gateway)

just pay attention to resource management, ie. if you have minerals but need gas for something else, get a zealot. if you have gas but low minerals, get a sentry.. etc

hopefully that's helpful for the early game :t
gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 16:31 GMT
#11
On November 17 2010 01:13 jaeds wrote:
basically:
9pylon (when pylon finishes, boost nexus. boost again when first boost finishes -- boost again when you have 25 energy again, then people usually start saving to be able to boost their first stalker+warpgate)
13gate (note: if you scout with the probe who placed the pylon, it will be 14gate)
15gas
16pylon
core immediately after gate finishes

2 options here:
1. get a zealot after placing core when minerals allow while maintaining probe production,
2. get the second gas (during the core production instead of after)

get a stalker when core finishes (and upgrade warp gate)

---This is usually where the game actually starts

most typical: get a sentry after the stalker is out (to be able to wall your ramp)

whether you get a 2nd sentry after depends whether you want to build a gateway or a robo next (because of the gas) (i prefer gateway->core->gateway-> robo -> gateway to be able to fend off early aggression easier than gateway-> core ->robo ->gateway -> gateway)

just pay attention to resource management, ie. if you have minerals but need gas for something else, get a zealot. if you have gas but low minerals, get a sentry.. etc

hopefully that's helpful for the early game :t


Awesome.
I usually do:
9pylon (when pylon finishes, boost nexus twice and then start saving)
12/13gate -> scout
14gas
16pylon
Zealot as soon as gate finishes, and THEN a core. Is the core first better?
When core finishes I start getting stalkers, as gas permits (while getting robo up, etc), but I usually start improvising here.
I generally get a sentry because I know they're effective at shutting down rushes, but I always fail to lay down a good force field. I feel because my internet connection is not very good, the lag makes it harder, but even without the lag, I'm not very good with FFing my ramp.

So you get a zealot, then a stalker and then a sentry. Then if you're going gate -> core -> gate -> robo, you get another sentry, and if you're going for robo first, you get a zealot or stalker?

Thanks for the info. I'll try to put together a build that goes as far as 30 food in order to have a good early plan.
m3gatl20n
Profile Joined September 2010
7 Posts
November 16 2010 16:41 GMT
#12
I usually forego zealots and try for stalker sentry play. I like to get one or two quick immortal since every one has some stalkers. Then get observer. Make good use of sentry. If you won a big battle expand add a couple gates and choose tech based off scouting.
gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 16:54 GMT
#13
On November 17 2010 01:41 m3gatl20n wrote:
I usually forego zealots and try for stalker sentry play. I like to get one or two quick immortal since every one has some stalkers. Then get observer. Make good use of sentry. If you won a big battle expand add a couple gates and choose tech based off scouting.


So the first unit you get out of your robo is immortal? I usually CB an observer, and then get an immortal. Isn't this better?
BaLLz(SVK)
Profile Joined May 2010
Netherlands42 Posts
November 16 2010 17:05 GMT
#14
I didn't watch your replays, but I think PvPs depend a lot on whether the opponent goes for gas steal(s) or not. Also, on small maps, I almost always see 4 gate pushes. I'm in mid diamond right now, and to be honest, in most cases I 4 gate on small maps, and do the 3 gate robot into expand on bigger maps.
Enervate
Profile Joined August 2010
United States1769 Posts
November 16 2010 17:20 GMT
#15
Just 4gate every game. 4gate is a common and acceptable strategy in PvP. It's easy to learn and somewhat easy to execute. If you get your timings down, you can improve your PvP a lot, just by 4gating. And to people saying you won't get any better by 4gating, yes you will. You get better by practicing and honing any build, and seeing the different ways for your opponent to react will also help you improve.
Offhand
Profile Joined June 2010
United States1869 Posts
November 16 2010 17:20 GMT
#16
On November 17 2010 01:31 gurumaia wrote:
Zealot as soon as gate finishes, and THEN a core. Is the core first better?
When core finishes I start getting stalkers, as gas permits (while getting robo up, etc), but I usually start improvising here.
I generally get a sentry because I know they're effective at shutting down rushes, but I always fail to lay down a good force field. I feel because my internet connection is not very good, the lag makes it harder, but even without the lag, I'm not very good with FFing my ramp.

So you get a zealot, then a stalker and then a sentry. Then if you're going gate -> core -> gate -> robo, you get another sentry, and if you're going for robo first, you get a zealot or stalker?

Thanks for the info. I'll try to put together a build that goes as far as 30 food in order to have a good early plan.


Cybercore before zealot is preferable IF you don't scout any kind of rush. If you get proxy'd or just 2 gated on a short run distance map then yeah you're going to want to get a zealot out immediately.

For PvP, it's best to compare your own timings to his. You can't really shut down scouting until a stalker comes out so you should know exactly what he's doing up until that point. If you scout while doing standard build (9 pylon, 14 gate, etc) and see him doing the exact same thing then it's a safe move to put down a core, get your own stalker out to deny scouting, then make your first real "build-order-move". Obviously stuff like 1 gate -> expand is pretty much a death sentence in PvP because super aggression builds are so powerful. 4 gate is still amazingly easy to pull of, 3 gate robo is similar except you can't actually keep up constant production out of all 4 buildings (unless you only make obs out of the robo, which seems like a huge waste IMO). If you want to play reactively, make 2 gates and a robo. That will allow you to do constant production out of all three buildings, have one observers to scout and shut down dt play, and handle almost all early pushes.

I tend not to think in exact terms of what I'm going to make if I want to go for X. If you want to expand, you need 400 minerals but still need to keep up army production, so make a bunch of sentries one warp-in round. If you're going to tech anything (but in this example collo) you need a ton of gas, so warp-in a round of zealots instead. Relying on a food count won't help.

I find that most protoss players really don't have a plan beyond their one base opening (4 gate, 3 gate robo, what have you) so their strategy rapidly fall apart if you can hold off early aggression and go into a longer game.
gurumaia
Profile Joined August 2010
33 Posts
Last Edited: 2010-11-16 17:43:06
November 16 2010 17:35 GMT
#17
On November 17 2010 02:05 BaLLz(SVK) wrote:
I didn't watch your replays, but I think PvPs depend a lot on whether the opponent goes for gas steal(s) or not. Also, on small maps, I almost always see 4 gate pushes. I'm in mid diamond right now, and to be honest, in most cases I 4 gate on small maps, and do the 3 gate robot into expand on bigger maps.


I don't think I've ever had my gas stolen by protoss. Only zergs do that to me.


On November 17 2010 02:20 Enervate wrote:
Just 4gate every game. 4gate is a common and acceptable strategy in PvP. It's easy to learn and somewhat easy to execute. If you get your timings down, you can improve your PvP a lot, just by 4gating. And to people saying you won't get any better by 4gating, yes you will. You get better by practicing and honing any build, and seeing the different ways for your opponent to react will also help you improve.


I know this would improve my play (given I lose close to 100% of my PvP games), but I really want to focus on my macro, because I let it slip pretty bad in the past, while trying to improve my micro. 4-gate will only get me so far, when my macro skills (or lack thereof) will begin to show how weak I really am if the push fails.


On November 17 2010 02:20 Offhand wrote:
Cybercore before zealot is preferable IF you don't scout any kind of rush. If you get proxy'd or just 2 gated on a short run distance map then yeah you're going to want to get a zealot out immediately.

For PvP, it's best to compare your own timings to his. You can't really shut down scouting until a stalker comes out so you should know exactly what he's doing up until that point. If you scout while doing standard build (9 pylon, 14 gate, etc) and see him doing the exact same thing then it's a safe move to put down a core, get your own stalker out to deny scouting, then make your first real "build-order-move". Obviously stuff like 1 gate -> expand is pretty much a death sentence in PvP because super aggression builds are so powerful. 4 gate is still amazingly easy to pull of, 3 gate robo is similar except you can't actually keep up constant production out of all 4 buildings (unless you only make obs out of the robo, which seems like a huge waste IMO). If you want to play reactively, make 2 gates and a robo. That will allow you to do constant production out of all three buildings, have one observers to scout and shut down dt play, and handle almost all early pushes.

I tend not to think in exact terms of what I'm going to make if I want to go for X. If you want to expand, you need 400 minerals but still need to keep up army production, so make a bunch of sentries one warp-in round. If you're going to tech anything (but in this example collo) you need a ton of gas, so warp-in a round of zealots instead. Relying on a food count won't help.

I find that most protoss players really don't have a plan beyond their one base opening (4 gate, 3 gate robo, what have you) so their strategy rapidly fall apart if you can hold off early aggression and go into a longer game.


Ok, that's another thing I need help. I can scout their base, but have a hard time identifying builds. For instance, how do I know if a 4-gate rush is coming if he shuts down my scouting probe before putting down all 4 gates?

I think I'll get to the point of not relying on food count, but right now, I need a BO to follow to the letter, at least for the beginning, so that I don't feel as lost. And then I adapt as I scout.

I'll try to stick to the 3-gate -> robo build and try to expand during my first push. Is that a good enough strategy for a macro oriented game?

EDIT: Actually, should I push out or should I wait for his push (assuming I know what's coming)? In PvT, I always wait for his push and then counter-attack. Is that also valid in PvP?
Khaladas
Profile Joined May 2010
United States223 Posts
November 16 2010 17:47 GMT
#18
On November 16 2010 23:54 angrybacon wrote:
Show nested quote +
On November 16 2010 23:40 gurumaia wrote:
On November 16 2010 23:38 angrybacon wrote:
I very rarely see a successful expo in PvP. A timing attack as they expand is way too potent.


Hummm, interesting. To your knowledge, what is the safest way to expand in PvP? I'm always lost as to when I should expand.


The only real safe way to expand, in my opinion, is if you have already won. That is to say, you'd need to be over 400 minerals ahead on army value, or have a hard enough contain on your opponent that he won't know or won't be able to do anything about the expo. In all of my PvP games, an attack as I scout their expand wins the game. In my experience, the key is to be aggressive and micro in PvP.


I disagree with this, and though i'm not in diamond my friend who coaches me who is 2k platinum toss definitely recommends expanding early in cross positions and 2 player maps where there is a large ground distance (jungle basin for example).

Sure they can 4 gate, but if you have enough sentry you should be able to hold it off and if you scout it you can hopefully have a cannon or two up in time to help defend.

In general it looks just like a FE vs terran where you go gate/core/zealot/warpgate then chrono your single gate like hell while you build up minerals and workers and expand at around 30 food. From there I tend to favor getting a robo next then more gates. This gives you critical scouting info and keeps you safe from DT rush, also you can reinforce your army with immortals faster than your opponent if they push you early.

Once you hold off their aggression and your economy kicks in you will have a tremendous advantage being the first to expand.


time flies like an arrow, fruit flies like a bananna
gurumaia
Profile Joined August 2010
33 Posts
November 16 2010 18:01 GMT
#19
On November 17 2010 02:47 Nasdrova wrote:
I disagree with this, and though i'm not in diamond my friend who coaches me who is 2k platinum toss definitely recommends expanding early in cross positions and 2 player maps where there is a large ground distance (jungle basin for example).

Sure they can 4 gate, but if you have enough sentry you should be able to hold it off and if you scout it you can hopefully have a cannon or two up in time to help defend.

In general it looks just like a FE vs terran where you go gate/core/zealot/warpgate then chrono your single gate like hell while you build up minerals and workers and expand at around 30 food. From there I tend to favor getting a robo next then more gates. This gives you critical scouting info and keeps you safe from DT rush, also you can reinforce your army with immortals faster than your opponent if they push you early.

Once you hold off their aggression and your economy kicks in you will have a tremendous advantage being the first to expand.




This seems like a safe build on the hands of an experienced player. I'll definitely try that in the future, but right now I don't think I'd be able to use FF to secure an early expansion.
What I will do now is try to secure an army large enough to secure that expo (with the 3-gate robo build). Let's see what happens.

Oh, and if anyone on the Latin American servers is willing to play me, so that I don't depend on finding protosses on ladder, I'd be glad. Just PM me.
Tobias
Profile Joined October 2010
Sweden187 Posts
November 17 2010 15:49 GMT
#20
On November 17 2010 03:01 gurumaia wrote:
This seems like a safe build on the hands of an experienced player. I'll definitely try that in the future, but right now I don't think I'd be able to use FF to secure an early expansion.
What I will do now is try to secure an army large enough to secure that expo (with the 3-gate robo build). Let's see what happens.

Oh, and if anyone on the Latin American servers is willing to play me, so that I don't depend on finding protosses on ladder, I'd be glad. Just PM me.


Well, the sentries are mainly there to make sure they don't get into your main, or to keep the zealots away from your immortals. The nexus will tank quite a lot of damage while you get some more units out, and once you have 3 immortals and a few sentries+zealots, you can roll right over them and secure your expansions. Then your economy will kick in and you can 6-gate+2 robo them.

This won't work if they build their first gates on 9 and 10, but most people won't do that since they're screwed if they don't kill you immediately. They'll be at least 7 probes behind, and a lot of buildings.
gurumaia
Profile Joined August 2010
33 Posts
November 18 2010 10:10 GMT
#21
On November 18 2010 00:49 Tobias wrote:
Show nested quote +
On November 17 2010 03:01 gurumaia wrote:
This seems like a safe build on the hands of an experienced player. I'll definitely try that in the future, but right now I don't think I'd be able to use FF to secure an early expansion.
What I will do now is try to secure an army large enough to secure that expo (with the 3-gate robo build). Let's see what happens.

Oh, and if anyone on the Latin American servers is willing to play me, so that I don't depend on finding protosses on ladder, I'd be glad. Just PM me.


Well, the sentries are mainly there to make sure they don't get into your main, or to keep the zealots away from your immortals. The nexus will tank quite a lot of damage while you get some more units out, and once you have 3 immortals and a few sentries+zealots, you can roll right over them and secure your expansions. Then your economy will kick in and you can 6-gate+2 robo them.

This won't work if they build their first gates on 9 and 10, but most people won't do that since they're screwed if they don't kill you immediately. They'll be at least 7 probes behind, and a lot of buildings.


Oh I see. So it's exactly like I already do with T. Of course the timings are different, but the idea is the same. I'll try that! Let's hope I can hold them off.
MuMeise
Profile Joined November 2010
Germany81 Posts
November 21 2010 14:17 GMT
#22
Hey there,
at first... i am new to team liquid... i played sc1 from 1998 on but never cared that much for the community, so actually this is my first post ever to a forum like this.

I was in excactly the same situation like gurumaia. I am a casual Platinum-Player. I was for a month or so diamond, but only because i had two weeks in a row only PvT as a matchup.. and strangely at it sounds i win most of the time against T because of my templar build.

Against P i always lost against colossi balls... or if i did win it was always because i had more colossi and it was a boring matchup to me etc. So i switched tactis a few days ago.


If i see a 2 gate robo from my oponent i go, as mad as it sounds, to a carrier build. I saw a funday monday of day9... building your first carrier without expo... so i lost anyway most of the times, so i tried this build. and it hits a colossi build so enormous i didn't expect it to be so great.
I won my last 5 matchups in PvP with a carrier build. I always make a timing push when catapult and + 1 air is ready. With that a carrier hast 12 damage per interceptor and the range is insane. Most people these days go robo and are not prepared for an air build. I mostly build only 2- 3 carriers, like i would colossi... and the rest stalkers, lots, and 1 or 2 sentries... depending on what the oponent does.
The thing is, that if your oponent is building colossi, your are not that far behind in time. Even if he attacks earlier, until he arrives at your base the carriers are ready.

You have to watch for early pushes, like you do when building fast colossi, a canon or two help. Or fast expand and save with canons and stuff your expo.
I have a few reps if someone is interested.
MuMeise
Profile Joined November 2010
Germany81 Posts
November 21 2010 14:30 GMT
#23
Hey there,
at first... i am new to team liquid... i played sc1 from 1998 on but never cared that much for the community, so actually this is my first post ever to a forum like this.

I was in excactly the same situation like gurumaia. I am a casual Platinum-Player. I was for a month or so diamond, but only because i had two weeks in a row only PvT as a matchup.. and strangely at it sounds i win most of the time against T because of my templar build.

Against P i always lost against colossi balls... or if i did win it was always because i had more colossi and it was a boring matchup to me etc. So i switched tactis a few days ago.


If i see a 2 gate robo from my oponent i go, as mad as it sounds, to a carrier build. I saw a funday monday of day9... building your first carrier without expo... so i lost anyway most of the times, so i tried this build. and it hits a colossi build so enormous i didn't expect it to be so great.
I won my last 5 matchups in PvP with a carrier build. I always make a timing push when catapult and + 1 air is ready. With that a carrier hast 12 damage per interceptor and the range is insane. Most people these days go robo and are not prepared for an air build. I mostly build only 2- 3 carriers, like i would colossi... and the rest stalkers, lots, and 1 or 2 sentries... depending on what the oponent does.
The thing is, that if your oponent is building colossi, your are not that far behind in time. Even if he attacks earlier, until he arrives at your base the carriers are ready.

You have to watch for early pushes, like you do when building fast colossi, a canon or two help. Or fast expand and save with canons and stuff your expo.
I have a few reps if someone is interested.
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